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Docs: Clean up. (#24848)

Michael Herzog hace 2 años
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23e3c1502c

+ 1 - 1
docs/api/en/materials/MeshPhongMaterial.html

@@ -16,7 +16,7 @@
 
 			The material uses a non-physically based [link:https://en.wikipedia.org/wiki/Blinn-Phong_shading_model Blinn-Phong]
 			model for calculating reflectance. Unlike the Lambertian model used in the [page:MeshLambertMaterial]
-			this can simulate shiny surfaces with specular highlights (such as varnished wood). [name] uses per-fragmet shading.<br /><br />
+			this can simulate shiny surfaces with specular highlights (such as varnished wood). [name] uses per-fragment shading.<br /><br />
 
 			Performance will generally be greater when using this material over the	[page:MeshStandardMaterial]
 			or [page:MeshPhysicalMaterial], at the cost of some graphical accuracy.

+ 1 - 1
docs/api/en/materials/MeshStandardMaterial.html

@@ -25,7 +25,7 @@
 			will react 'correctly' under all lighting scenarios.<br /><br />
 
 			In practice this gives a more accurate and realistic looking result than the [page:MeshLambertMaterial]
-			or [page:MeshPhongMaterial], at the cost of being somewhat more computationally expensive. [name] uses per-fragmet shading.<br /><br />
+			or [page:MeshPhongMaterial], at the cost of being somewhat more computationally expensive. [name] uses per-fragment shading.<br /><br />
 
 			Note that for best results you should always specify an [page:.envMap environment map] when using
 			this material.<br /><br />

+ 1 - 1
docs/api/it/materials/MeshLambertMaterial.html

@@ -17,7 +17,7 @@
 			Il materiale utilizza un modello [link:https://en.wikipedia.org/wiki/Lambertian_reflectance Lambertiano] non fisico
 			per calcolare la riflettanza. Questo può simulare bene alcune superfici (come legno o pietra non trattati),
 			ma non può simulare superfici lucide con riflessi speculari (come il legno verniciato). [name] utilizza 
-			l'ombreggiatura per-fragmet.<br /><br />
+			l'ombreggiatura per-fragment.<br /><br />
 
 			A causa della semplicità dei modelli della riflettanza e illuminazione, le prestazioni saranno maggiori
 			quando si utilizza questo materiale su [page:MeshPhongMaterial],	[page:MeshStandardMaterial] o [page:MeshPhysicalMaterial],

+ 1 - 1
docs/api/it/materials/MeshPhongMaterial.html

@@ -17,7 +17,7 @@
 			Il materiale utilizza un modello [link:https://en.wikipedia.org/wiki/Blinn-Phong_shading_model Blinn-Phong] non fisico
 			per calcolare la riflettanza. A differenza dal modello Lambertiano utilizzato nel [page:MeshLambertMaterial]
 			questo può simulare superfici lucide con riflessi speculari (come il legno verniciato). [name] utilizza 
-			l'ombreggiatura per-fragmet.<br /><br />
+			l'ombreggiatura per-fragment.<br /><br />
 
 			Le prestazioni saranno maggiori quando si utilizza questo materiale su	[page:MeshStandardMaterial] o [page:MeshPhysicalMaterial],
 			a scapito di una certa precisione grafica.

+ 1 - 1
docs/api/zh/materials/MeshLambertMaterial.html

@@ -13,7 +13,7 @@
 
 		<p class="desc"> 一种非光泽表面的材质,没有镜面高光。<br /><br />
 			该材质使用基于非物理的[link:https://en.wikipedia.org/wiki/Lambertian_reflectance Lambertian]模型来计算反射率。
-			这可以很好地模拟一些表面(例如未经处理的木材或石材),但不能模拟具有镜面高光的光泽表面(例如涂漆木材)。 [name] uses per-fragmet shading。<br /><br />
+			这可以很好地模拟一些表面(例如未经处理的木材或石材),但不能模拟具有镜面高光的光泽表面(例如涂漆木材)。 [name] uses per-fragment shading。<br /><br />
 
 			由于反射率和光照模型的简单性,[page:MeshPhongMaterial],[page:MeshStandardMaterial]或者[page:MeshPhysicalMaterial]
 			上使用这种材质时会以一些图形精度为代价,得到更高的性能。

+ 1 - 1
docs/api/zh/materials/MeshPhongMaterial.html

@@ -13,7 +13,7 @@
 
 		<p class="desc"> 一种用于具有镜面高光的光泽表面的材质。<br /><br />
 			该材质使用非物理的[link:https://en.wikipedia.org/wiki/Blinn-Phong_shading_model Blinn-Phong]模型来计算反射率。
-			与[page:MeshLambertMaterial]中使用的Lambertian模型不同,该材质可以模拟具有镜面高光的光泽表面(例如涂漆木材)。[name] uses per-fragmet shading。<br /><br />
+			与[page:MeshLambertMaterial]中使用的Lambertian模型不同,该材质可以模拟具有镜面高光的光泽表面(例如涂漆木材)。[name] uses per-fragment shading。<br /><br />
 
 			在[page:MeshStandardMaterial]或[page:MeshPhysicalMaterial]上使用此材质时,性能通常会更高	,但会牺牲一些图形精度。
 		</p>

+ 1 - 1
docs/api/zh/materials/MeshStandardMaterial.html

@@ -18,7 +18,7 @@
 			这种方法与旧方法的不同之处在于,不使用近似值来表示光与表面的相互作用,而是使用物理上正确的模型。
 			我们的想法是,不是在特定照明下调整材质以使其看起来很好,而是可以创建一种材质,能够“正确”地应对所有光照场景。<br /><br />
 
-			在实践中,该材质提供了比[page:MeshLambertMaterial] 或[page:MeshPhongMaterial] 更精确和逼真的结果,代价是计算成本更高。[name] uses per-fragmet shading。<br /><br />
+			在实践中,该材质提供了比[page:MeshLambertMaterial] 或[page:MeshPhongMaterial] 更精确和逼真的结果,代价是计算成本更高。[name] uses per-fragment shading。<br /><br />
 
 			请注意,为获得最佳效果,您在使用此材质时应始终指定[page:.envMap environment map]。<br /><br />
 			有关PBR概念的非技术性介绍以及如何设置PBR材质,请查看[link:https://www.marmoset.co marmoset]成员的这些文章: